ShmupWorld: add Player.Update() as separate function
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@ -10,8 +10,32 @@ namespace SemiColinGames {
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// Center of player sprite.
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// Center of player sprite.
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public Vector2 Position = new Vector2(48, 1080 / 8);
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public Vector2 Position = new Vector2(48, 1080 / 8);
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public Vector2 HalfSize = new Vector2(16, 10);
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public Vector2 HalfSize = new Vector2(16, 10);
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public float Speed = 150f;
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public float ShotCooldown = 0f;
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private float speed = 150f;
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private float shotCooldown = 0f;
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private ProfilingList<Shot> shots = new ProfilingList<Shot>(10, "playerShots");
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public ProfilingList<Shot> Update(
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float modelTime, History<Input> input, Rectangle worldBounds) {
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// Movement update.
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
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Position = Vector2.Add(Position, motion);
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Position.X = Math.Max(Position.X, HalfSize.X);
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Position.X = Math.Min(Position.X, worldBounds.Size.X - HalfSize.X);
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Position.Y = Math.Max(Position.Y, HalfSize.Y);
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Position.Y = Math.Min(Position.Y, worldBounds.Size.Y - HalfSize.Y);
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// Check whether we need to add new shots.
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shotCooldown -= modelTime;
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shots.Clear();
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if (input[0].Attack && shotCooldown <= 0) {
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shotCooldown = 0.2f;
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Vector2 shotOffset = new Vector2(12, 2);
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Vector2 shotPosition = Vector2.Add(Position, shotOffset);
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shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
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}
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return shots;
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}
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}
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}
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public class Shot {
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public class Shot {
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@ -65,26 +89,14 @@ namespace SemiColinGames {
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}
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}
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public void Update(float modelTime, History<Input> input) {
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public void Update(float modelTime, History<Input> input) {
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * Player.Speed);
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ProfilingList<Shot> newPlayerShots = Player.Update(modelTime, input, Bounds);
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Player.Position = Vector2.Add(Player.Position, motion);
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Player.Position.X = Math.Max(Player.Position.X, Player.HalfSize.X);
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Player.Position.X = Math.Min(Player.Position.X, Bounds.Size.X - Player.HalfSize.X);
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Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y);
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Player.Position.Y = Math.Min(Player.Position.Y, Bounds.Size.Y - Player.HalfSize.Y);
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Player.ShotCooldown -= modelTime;
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foreach (Shot shot in Shots) {
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foreach (Shot shot in Shots) {
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shot.Update(modelTime);
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shot.Update(modelTime);
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}
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}
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// TODO: move this all into Player.Update().
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Shots.AddRange(newPlayerShots);
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if (input[0].Attack && Player.ShotCooldown <= 0) {
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// TODO: inflate bounds rectangle
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Player.ShotCooldown = 0.2f;
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Vector2 shotOffset = new Vector2(12, 2);
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Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset);
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Shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
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}
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Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
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Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
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Debug.AddToast("shots: " + Shots.Count);
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Debug.AddToast("shots: " + Shots.Count);
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